Tactrix
Tactrix
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3133329#Comment_3133329
No the regular dash was the problem. Dead hard for distance was a major issue. Theoretically you could take the iframes off and see how that goes but again your powering up the ranged killers and power based killer who already are stronger. The nerf to dead hard hurt the stronger killers not the weaker ones. A very smart decision. Dead hard pre changes was completely broken. It needed to be tunned.
As for the whole not realistic. You can clutch a key to telepathically view killer through walls, you can share your aura with survivour with vaguely powered friendship links. In horror it is common to have characters share a telepathic link. Consult any stephen king book for reference. In multiplayer games like apex hunt even when there is zero justifiable reason for a mechanic to exist. It exists nontheless to improve the gameplay experiance.
Dbd need survivor communication tools. Its frankly backwards and unfair to rob survivors the abillity to communicate with randos using basic ping systems whilst swf has these tools available. Pandoras box was opended swf exists. We cant go back to buipding this game for both solo and swf. The ppwer level disparity is to different.
Dead hards biggest advantage was not the dash, it was the endurance and I can prove it. The dash by itself might have you dodging a hit, but that's all it does. The problem was that when they dashed they could get over traps, and under hits. Without that, if they dashed they would get stuck in every trap, they would dodge 1/4 hits maybe if they timed it right, and the only ones that would really utilize it are the people who just needed a bit more space. Which would have it working as intended.
Yea it's common to have characters with a telepathic link, if they were twins, or part of some magical pact, but these are literally survivors from like 20 different stories that have nothing in common with one another other than being hunted. There's no logical way to explain them having any interaction other than whispering and pointing. And if you wanted to put those in the game I'd be ok with that, but to put full on communication in is a ridiculous overture. In fact I was always of the opinion that having the ability to do SWFs outside custom games is bad game making. If they wanted to make it better they should make a ranked mode and disable SWFs for it. Give more BP for that mode.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3131928#Comment_3131928
No im pretty sure killer experiance pre dead hard changes were miserable. Do you know what it was like looking at the rooster of killers and basically doing a dead hard litmus test on whether a kiĺer was worth playing. Killer largely always was the least fun role.
Solo survivor sucks because there is no communication tools. This means co ordination is a nightmare. Give survivoors a status system and a ping system. Bang the drum! Swf is the ultimate reason why were here give solos similar tools and dbd will be a fairer game.
That wouldn't be in line with the game though. Think about it, the game is based on the principle of 1 killer chasing 4 individual survivors, how would that work if at least part of this was a real life scenario? Do you think that the survivors would magically have headsets or working phones?
Now as far as the killers being miserable is concerned I played killer half the time, and even though dead hard was a saving grace for survivors before, they never had to nerf it the way they did. They could have simply taken endurance off of it and left the dash. That would have been enough. The only real issue with dead hard was always the endurance, because it was the act of never getting hit via endurance that made it so hard to play around, not a regular dash that could still be downed.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3130141#Comment_3130141
I dont have any issue woth dbd tbh. I have been playing primarily survivor. However dbd i m playing less of because vhs is giving me a more refreshing experiance. On top of the hunt showdown event I am playing less dbd.
The game dosent annoy me as much as competitiom is heating up and its going to get harder with the number of asyms still to come. As said a few new items and the introduction of perks like reassurance should help make dbd more exciting. The new patch did a lot to help reinvigorate my love for playing killers like doctor and other m1 killers. Because i cant describe just how much dead hard killed my interest in dbd pre changes.
That's exactly it though, between competition and killers being boosted the part of this game that it make miserable was the part of the game which was always miserable but less so before, which is being a survivor. The killers of course have a lot more fun now, because they're boosted now. The survivors on the other hand aren't. And that's the part that makes the numbers fall off and the game unfun.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3129593#Comment_3129593
Incentives do work double bp events often increase the player numbers. Dbd is starting to see more competiton at the moment. Many games are hosting events and vhs and evil dead is now competing with dbd.
Theres a good bit of fire under behaviour to step up. Last patch was due for a while. The killer exodus really hurt the game both in terms of killer variety and queue times. I would like to see more nuances added to the survivor role some new items like caltrops and adrenaline.
Incentives only work when the game is fun, but right now it just isn't. And that's the core of the issue, if this game was in a half way decent state incentives would make a difference. But because it's become increasingly irritating and demoralizing to play the people who play it don't play enough matches for incentives to matter.
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@dugman said:
Fortunately matchmaking incentives will be back on live with the Wesker update so that should help even out the times a bit. (It’s on the PTB already but for obvious reasons has no real impact in that setting.)
One other thing that could help matchmaking and queue times is if they made it so if you leave a lobby it times you out for, say, 60 or 90 seconds from entering again. That would discourage people lobby dodging on a whim because “four Claudettes / obviously a swf / default skin so must be a n00b” or whatever. You could still leave a lobby obviously but a slight timer before trying again would make people think twice about it before they click Cancel.
It won't help, we don't care about incentives. As long as the game remains in its current state the que times are going to be long, because the population of people who still wants to play will be lower than usual. The average for this game sits around 50k, however after this patch the population sits between 27k/34k that drop off will only change when wesker comes out for about 1 week. And then as soon as the hype train leaves it'll drop right back down and then stay there.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3128240#Comment_3128240
It took me around 7 months to get a specific perk once.
I agree it won't be quick, but this is the only way I know besides spending actual money on killers that can't be bought otherwise. However if it's any consolation most people will require at bare minimum that amount of time just to level their killers and survivors enough to get all the other stuff they need. So it should be a none issue.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/340256/some-people
Shrug. Yes, some survivors are very rude. Disable postgame chat - seldom does anything good happen there.
That's the nature of the game. It's very snowbally. 'Draws' are rare - it's either a 0-1k or a 3-4k. You'll get used to it.
A trick - against teams that split up well, you'll need to defend hooks (you don't need to facecamp, just be aware of the routes people will take to that hook and patrol them). This will, ideally, force multiple people off gens to come and unhook.
Regression perks are nice, but often the best regression is just putting some pressure on.
What perks do you have access to, as killer?
https://forum.deadbydaylight.com/en/discussion/comment/3124120#Comment_3124120
Uh...yeah, you do. None of the licensed killers (AFAIK) can be bought for shards.
https://forum.deadbydaylight.com/en/discussion/comment/3124216#Comment_3124216
Doc is good, also gives you Monitor.
The #1 killer I'd recommend you snag though is Artist - for Pain Resonance and Pentimento.
Onryo is also great (COB, FOR and MC are all solid perks), but that means you have to play Onryo.
You don't need to buy the killers, you can just get the abilities from shrine with iri shards.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3125151#Comment_3125151
sorry but you cant do that for free, luckily for me i already had auric cells and shards and used them for characters because my surviviors are starting to get better.
Sorry but you can, and I did. YOU might not be able to, but for someone who had the time it was no problem.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3124120#Comment_3124120
oh yes... let me just play bubba for free and nemmmy and every single killer with perks huntress could use XD
Umm that's what I did. Just because you don't WANT to do it, doesn't mean you can't.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3124094#Comment_3124094
bruhXD i dont have the money to be wasting on those perks. second its not easy if everyone splits up in a team. Also there is the part of mmr playing a factor in your matches same as mine. whereas you have info perks i have none except bitter and spies. although its my choice. and also when you arent in position to down someone its not exacrtly your fault. these guys were coordinated so they hid or ran away far or saved with coordination. lets be real with dumb perks im using i cant do much but try and snowball. its huntress strength. 1v1v1v1v1v1v1 is not her strength per se
Money? You don't need to spend any money on this game, you just need to play the people who have them and get them to level 50 once to get the tier 3 versions of them.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3122072#Comment_3122072
Oh, I'm not concerned about the impact on camping killers. I'm concerned about the impact on non-camping killers! I don't want them to get nerfed by the countermeasures.
I'm not concerned about them at all, because if they're none camping, this honestly won't be a big change for them. Because I came at this from their perspective because its my perspective. For them, as soon as they hook they go elsewhere, so for them its really not a bad change.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3121368#Comment_3121368
I get what you're saying, and you're right it will take some time off the pressure end, but a time reduction is a small price to pay for no camping and tunneling. And if worst comes to worst and they really feel it's a HUGE time difference they can up the gen time again. But honestly I don't think it will be enough to offset it.
The problem is that you're dealing with huge swings in scenarios. If the survivor is teleported to some corner of the map where no other survivor is currently present, that is a massive benefit to the killer. If the survivor is teleported to another survivor, that's a massive benefit to the survivors. The value of a hook becomes an RNG problem, and that can't be dealt with outside of RNG amelioration, but at that point you'd have to introduce a logic to it that can be exploited.
https://forum.deadbydaylight.com/en/discussion/comment/3121463#Comment_3121463
Desperation: basekit DS. Not a big fan of it
But why not? By the end of its lifespan, DS was almost perfectly tailored to the purpose of being an anti-tunnel perk. The only thing getting in the way of it truly being a fair anti-tunnel effect was the EGC activation, but that's already been trimmed out. At that point, anyone that complains about DS is someone that hardcore played into the perk's one and only function and has no one but themselves to blame.
Disrupted: disabling killer powers? I don't think I need to explain why I wouldn't agree with that point.
I think you do need to explain. Again, this is tied to DS, a perk that ONLY activates under a very specific circumstance that requires a LOT of killer input. If this perk bothers you, just don't hit spacebar on someone that was unhooked in the last minute.
Besides, the only one that Disruption would really cripple is Nurse. All the others just turn into M1s, no different from a Trapper who hasn't set anything up.
Frustration: slowing the hook if a killers power is close to the hook and survs are doing gens? Also, don't need to say much, but no. That's eliminates some killers way of actually getting pressure.
You're not getting pressure if the survs are ignoring the hooked target anyway. Just don't facecamp, and don't proxy camp. Which is the point of this suggestion.
https://forum.deadbydaylight.com/en/discussion/comment/3121504#Comment_3121504
Can we get some anti-bully squad stuff for killer then too?
Absolutely fine with anti-bully squad measures being implemented too. Innate lightborn for X seconds after being blinded for example, to get rid of flashlight stacking.
Or you all can just learn to counter tunneling and camping since there are tutorials and streamers out there who have literally shared tactics to counter these things.
Only thing you linked that is relevant to this is Scott's video, and his video's just for tips about builds that may be able to help you if you can get an unhook. That's a really flimsy counter tactic against a strategy that is specifically intended to deny unhooks.
I'm ok with it being an RNG issue, with RNG you're a hit and miss, and that's fine, because in a hit and miss its 50/50. However right now there's a 100% chance that if a killer wants to tunnel and camp they can and will. I'd rather have the 50/50.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3120133#Comment_3120133
I don't think you get what I'm talking about.
Current scenario, if the killer gets a hook, a survivor needs to go in for the rescue. Let's assume this survivor didn't stalk the killer and is working on a gen that is currently safe to pressure. They need to get off that gen, carefully approach the hook, get the unhook, and then make their way to a gen to resume working. That's going to cost, what, 20-30 seconds at best to get the unhook, and another 5-10 seconds to get back to a gen?
Now imagine the killer gets a hook, and the survivor is teleported to a hook next to a safe gen that is being worked on. That survivor now has to let go for only 5 seconds to get the unhook, and is then back on the gen in another 5 seconds.
Yes, it's a worst case scenario, but you have to account for those when you play with randomised mechanisms. A killer could get screwed over that badly, losing effectively 30 seconds of a gen -not- being worked on, on a whim.
https://forum.deadbydaylight.com/en/discussion/comment/3120202#Comment_3120202
You don't, but you also don't need to say anything if you're not going to contribute anything meaningful. You could've just scrolled on by if you're not interested in looking for a camping/tunnelling solution.
In fact, why'd you even click on this topic?
I get what you're saying, and you're right it will take some time off the pressure end, but a time reduction is a small price to pay for no camping and tunneling. And if worst comes to worst and they really feel it's a HUGE time difference they can up the gen time again. But honestly I don't think it will be enough to offset it.
I played against a nurse today that made it abundantly clear how bad this game became. Check this out she was running COULROPHOBIA and THANTOPHOBIA, and this was at the meat plant. So imagine this, at no point in time are you actually far enough out of range of her for her abilities not to be a problem. Now with SELF-CARE and BOTANY, it still takes over a minute to heal with those 2 killer perks on. SELF-CARE is only 35% speed now but with BOTANY its 85% now which is not bad, but the true benefit is the 50% increased speed to your teammates, however with just those 2 perks the healing was reduced so heavily that it was almost impossible to heal them up. And then she also had DISTRESSING and SLOPPY BUTCHER on.
So picture this. She hits you, now the entire team is slowed on gens and healing. And you're bleeding, but now when people go to heal you, they get a 50% faster skill check, that they miss a good deal of the time. When they miss it because of SLOPPY BUTCHER you bleed and lose more healing. And because of DISTRESSING combined with COULROPHOBIA you are always in her terror radius, so you get people who bleed out none stop, and the healing is so slow via getting healed by another person that it's not even worth doing, it would be faster to do a gen.
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And now 73%, it's surprisingly not leveling out. This is a steep drop off. Losing 10% of your positive rating in under a month is pretty bad.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3119384#Comment_3119384
You made an incorrect assumption there, it was a big problem. And if you asked killers DS was such a huge problem that they literally had to plan games around it.
Do ask. Because I don't think many killers actually cared about DS outside of the EGC, with how counterable the perk is.
As far as CoA goes, it wouldn't turn the game unwinnable at all. As it stands right now if a killer is playing without camping or tunneling he's playing exactly the same way as he would with CoA except now it would be better for him, because now he might get a chance of getting 2 survivors in 1 spot instead of just 1.
No, it's not quite. Yeah, you have two survivors in one spot, but you currently get that too if someone goes for the unhook. That's not necessarily a camping thing either, if the killer catches someone going for the unhook, it's entirely fair for them to target that survivor.
If you hook someone, if there's someone near you, they still have to contest you in some way. They have to be stealthy enough to slip past you unnoticed, and they need to carefully time it. They need to also have moved into position while you were getting the hook set up. That's time taken off of a gen, and that is part of the pressure you build up as killer.
That would be gone with randomised hooking. Once you slap a survivor onto a hook, they can immediately be freed by another survivor at almost no time loss, if you're unlucky enough. I don't think that kind of RNG is healthy for the game, and I think it'll lead to some very unfair losses for killers.
https://forum.deadbydaylight.com/en/discussion/comment/3119405#Comment_3119405
Well, according to Murgleis...
https://forum.deadbydaylight.com/en/discussion/comment/3119534#Comment_3119534
Ironically, you lead with 'Nothing', and then point out that, actually, it's slugging. Yes, you can go around and try to break the set-up, but that's one difference that makes me prefer the design of DS over OTR: The survivor pays up if they try to use it offensively. They cannot be hooked, but they can still be incapacitated.
I play as killer half the time and talked to a lot of killers who were tier 1 they absolutely play around DS. Now as far as CoA is concerned you're not building up healthy pressure when you sit on a hook as a killer. You're camping, like there is no other word for it. That's what's you're doing if you sit on a hook as a killer. And that is exactly what CoA is designed to prevent, see you don't need that kind of pressure buildup, because by caging someone you're forcing the other survivors to get off a gen and go get them. But let's play those 2 scenarios out to their natural conclusion shall we?
Scenario #1: Survivors go for the unhook, if the killer sees them he gives chase, they get the survivor out of the cage, he retains his 5 second BT(which is the only BT still in the game at that point) and the killer either chases the survivor down who's hurt wasting some more time(but mildly tunneling) or he chases the unhooker and tries to go for the down. Now that is a very unlikely scenario as the way CoA works it doesn't just disappear across the map from everyone it typically lands near other survivors, so it's FAR more likely that they will get a straight unhook without ever being seen. And during this time the gens are either being done by the other 2 survivors, or more likely most will go for the unhook and only 1 is being done.
Scenario #2: Survivors ignore the caged and stay on gens, and the killer manages to find the cage. In that scenario you might say "well he's camping", but see he isn't. Camping only applies when you were NOT given the opportunity to unhook in the first place. And if you were, and you ignore it, YOU are the reason why the killer can camp, therefore you cannot blame him for camping if you ignored the survivor in the cage.
In either scenario gen pressure can stay on or be taken off just like it works right now based on your group. It wouldn't take away any pressure from the killer, because once he hooked someone he would immediately either start going gen to gen, or run across the map looking for the cages survivor, in either scenario it still plays out very similar to the game right now.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3118207#Comment_3118207
Ok as someone who hates both tunneling and camping I can tell you right now these won't fly. First what you're talking about is a built in DS. That's a no-go right from the start. Because if you have a killer who has to worry about DS every single time he hooks someone this game will suck for killers. And no one in the world will accept that as a genuine suggestion.
This would physically be no different from what DS used to be before the last patch, minus the end-game activation. It wasn't a problem then, why would it be a problem now?
Now as far as gen speeding up goes, we've talked about it for some time, it's not a thing that would incentivise the killer to leave the hook or to stop tunneling. Yes some people might get out, but for the vast majority it will still result in at least 1 death which makes it not worth doing.
Now if you want to know what I suggested and they still should do is I suggested they make every hook work like cage of atonement. Where you hook someone, they disappear into a random location of the map that the killer doesn't see, and then when the other survivors unhook them the killer sees the explosion. And in tandem removing all anti-camping/tunneling perks, as they will no longer be necessary.
Unfortunately, I don't agree with the random hook assignment either. It'd be unfair if the killer hooks a survivor and they randomly get moved to a hook right by a generator that another survivor is working on. The killer would instantly lose all accumulated pressure just on pure chance, and it might turn the game near unwinnable off a dice roll.
And I'm not sure why you brought up gen speeding up. That's not in this suggestion.
You made an incorrect assumption there, it was a big problem. And if you asked killers DS was such a huge problem that they literally had to plan games around it.
As far as CoA goes, it wouldn't turn the game unwinnable at all. As it stands right now if a killer is playing without camping or tunneling he's playing exactly the same way as he would with CoA except now it would be better for him, because now he might get a chance of getting 2 survivors in 1 spot instead of just 1. So it literally gets rid of camping and tunneling and doesn't hurt the killer pressure. The only person that would see it as a problem is a killer who camps and tunnels because it takes those abilities away. Which is not pressure, it's just garbage. And 2 of the main reasons why this game sucks so much.
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Ok as someone who hates both tunneling and camping I can tell you right now these won't fly. First what you're talking about is a built in DS. That's a no-go right from the start. Because if you have a killer who has to worry about DS every single time he hooks someone this game will suck for killers. And no one in the world will accept that as a genuine suggestion.
Now as far as gen speeding up goes, we've talked about it for some time, it's not a thing that would incentivise the killer to leave the hook or to stop tunneling. Yes some people might get out, but for the vast majority it will still result in at least 1 death which makes it not worth doing.
Now if you want to know what I suggested and they still should do is I suggested they make every hook work like cage of atonement. Where you hook someone, they disappear into a random location of the map that the killer doesn't see, and then when the other survivors unhook them the killer sees the explosion. And in tandem removing all anti-camping/tunneling perks, as they will no longer be necessary.
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@FridayNightPizza said:
https://forum.deadbydaylight.com/en/discussion/comment/3116952#Comment_3116952
Survivors review bombed when old Freddy was around and the devs caved and nerfed him. I wouldn't be surprised if the same thing was happening with this patch, I know a lot of people are letting themselves get hooked and throwing games in the hopes that the devs will revert the changes.
There are a lot of throwers, but very few compared to the people who legit get killed because the game is very broken right now. They've made it so that it went from relatively easy to get out, to extremely hard. Now I'm not saying this game didn't need a balancing, it absolutely did. What I'm saying is they didn't balance it, they made it unbalanced just on the killers end. They needed to tweak it, instead they went full on rework and broke it far more than it was before.
And you wanna know what the worst part is? They won't admit that they have no idea what they're doing. Just admit it, every single player who plays this game more than casually knows that they have no clue, just say it!
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@FridayNightPizza said:
Oh no I don't like a patch so I'm gonna review bomb the game, my life is so unfair.
This community is pathetic.
It's not review bombing, it's reviewing. We don't like the patch so we review as not liking it. See how that works? I know it must be hard putting 2 and 2 together, but try.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3116315#Comment_3116315
Oh cool you guys can be miserable together <3
Well duh, that's what forums are for. ;)
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3115016#Comment_3115016
The game has been completely tanking since day one eh buddy : )
I think ill continue enjoying the ######### out of the game.
You can continue being miserable by yourself if you so choose : D
By myself? You don't look around much do ya? There's an entire forum of people who feel exactly the same as I do about the state of this game.
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And now we're at 74%
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3114159#Comment_3114159
Waiting for 5 mins to have an enjoyable experience? Naaah i for sure cant do that <3
Im genuinely enjoying the game very much and its hilarious how much thats bothering you. Get well soon buddy
Just hold on to that warm feeling when this game completely tanks.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3113133#Comment_3113133
Dunno man, lots of doomposting recently but my queus are absolutely fine. 1-3 mins max and trust me i would have taken 5 just to be rid of old DH <3
Yea I'm sure you would have.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3111836#Comment_3111836
Oh no the most busted perk in DBD's history got nerfed, we are so sad. Anyway.
You will be when your Que times jump from instant to 20 min+
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3112016#Comment_3112016
Saying "the majority of forum goers complain" means nothing because forums are always greatly skewed towards complaints. People who are generally happy with products tend not to make as many posts about that as people who are unhappy with something. Personally I think the game has improved over time and it definitely has not gotten "worse every patch".
And yeah, they have a new game and it's also a priority. But that doesn't mean they're not paying attention to Dead by Daylight, and the company is big enough to have more than one thing in the pipeline at once.
Also just FYI Behaviour's revenue in 2021 was CAD $225 million with about 900-1000 employees so they're not as small as you might think. For context that puts them on par with the #50 on the list of publicly traded video game companies by revenue. They're smaller than the top 20 but large enough to handle more than one project simultaneously.
Here's the problem, they haven't successfully handled this game. And what I mean by that is, there hasn't been 1 single second where this game was bug free, none laggy, no rubberbanding, people getting randomly disconnected, etc. Now you might say "aww those are common issues", but they aren't. They are common issues for a game that was released last week and it takes a year to sort. They are not common issues when you're 7 years into your game.
In fact I have it on good authority that a lot of stuff that they have a problem with is because they stack spaghetti code without resolving the issues that originally occurred there.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3111809#Comment_3111809
You can disagree with some of the changes in 6.1.0 if you want but it’s crazy to say their biggest midchapter patch in quite a while is evidence they don’t consider DbD a priority.
BHVR is not a AAA studio, when they have to prioritize they have to shift resources, they're now coming out with an entirely new game. And as much as they can claim it's a different team when push comes to shove they will prioritize that game over this one. Why? Because this one has had it's run, it's gotten consistently worse every patch, and if you don't believe me feel free to go on steam or any forum including this one and read what people say. Because the majority of them say exactly that.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3111650#Comment_3111650
There isn’t anything to disagree with. My statement was neutral. BHVR explicitly said they boosted killer perks & features to help increase kill rates. They were also transparent about adjusting survivor perks based on usage in a way that disincentivizes survivors from using them. Camping & tunneling are more efficient because of these changes—whether you want to accept that or not. This isn’t a judgment call on if those are good, right, principled, ethical, fair, or whatever playstyles. It’s just a statement of fact.
Yes and here's the breakdown, camping and tunneling were the BIGGEST PROBLEM prepatch. And they adjusted them to be worse this patch. What do you think that means? That means that this game just went from "ok we can kind of deal with this" to "f*** this game".
Which incidentally is exactly what the numbers show happened. People didn't just say "oh this is a bad patch" They said WE QUIT screw this game.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3111811#Comment_3111811
Iframes didn't matter. DH was broken because of the distance it gave, and it still does the exact same thing that everyone claimed y'all were doing with it. Now, you can actually wait out DH.
Survivors definitely did need major changes. Some of them I don't agree with, but overall the patch was a very good thing
That is your opinion, but the numbers of people leaving specifically because of this patch prove that it's the wrong position, this patch made a huge a mount of mistakes that resulted in a lot of people quitting outright.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3111626#Comment_3111626
Survivors also NEEDED those nerfs, and killers needed those buffs. Only a few of the changes were uncalled for
They actually didn't, they need minor tweeks, not outright nerfs and buffs. For example let's take everyone's favorite cruch perk, dead hard. It needed for them to remove endurance, and that's all, it didn't need anything else, because without endurance they wouldn't be able to take hits, they would simply be able to dodge once, and not go over traps. However instead they nerfed it straight into the ground with a bunch of bs that had no point other than to ruin it completely. And this is what I'm talking about, they don't know what they're doing, they never have. They overtune so badly that it breaks the game every single patch.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3111636#Comment_3111636
The new game Meet Your Maker is a separate development team from Dead by Daylight. Behaviour brought in some small independent studio last year I think and this is probably what that team has been working on.
I guarantee they’re not abandoning Dead by Daylight.
Guarantee DBD isn't a priority anymore, which this update has clearly shown. They are completely out of touch with the community and have no idea what they're doing. It's actually been apparent for quite some time, but 6.1 really proved it.
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@cluxdx said:
https://forum.deadbydaylight.com/en/discussion/comment/3111608#Comment_3111608
I would agree that the survivor scoring system is a massive flaw in the game right now, and it's why a lot of good solo players end up losing a lot. If you're solo, while you should definitely save people in the hopes that the gens can get done, you will have to camp gates and wait out the hatch close quite a bit to get your MMR high enough to where your teammates aren't actively throwing.
That said, I do find it disappointing how many players I'm facing that have well over 2000 hours that just completely give up the second they go down a little too quickly or when I get 3 hooks before first gen. I can't even tell you how many games I've lost due to a slip-up followed by a great survivor comeback, yet for some reason so many players feel like every match is unwinnable. And that often goes for both sides, too. Just because you lost 3 gens for 2-3 hooks doesn't mean there's no chance you can still win, just pick a 3 gen and try and roll with it. Maybe you get 1 kill, maybe you can squeeze out 3.
Point is, this community needs to learn to keep its chin up, because it ain't over 'til it's over.
Oh it's over. They announced they're releasing a new game, which means they don't give a damn about this one beyond being a cash cow. Which comes as no surprise to anyone considering how they're drilled it straight into the ground with this patch.
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I want them on every map, and lobby, and everywhere else where this dreadful game takes us. Because we need capybara happiness and chillness.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3105617#Comment_3105617
You can't expect to win as much as before.
If that's a dealbreaker, then yeah - maybe another game would be a better call.
https://forum.deadbydaylight.com/en/discussion/comment/3105611#Comment_3105611
'Fun' is subjective. And in a PvP game, 'fun' generally comes down to 'I win'. Both sides can't win. If killers kill more, survivors have less 'fun'. But killers also need to have fun.
DbD is going to die, like every game that has ever existed. Numbers look decent now, and we'll likely see another surge when RE chapter comes out. That said, while balance will never be perfect - it's still important.
https://forum.deadbydaylight.com/en/discussion/comment/3105607#Comment_3105607
Bingo.
Win as much as before? I think you have wrong idea, it was never about winning, it was about having fun, there is none now. I can loop a killer for minutes and it still doesn't matter because he still gets a 4k. Because all they do now is sit on hook and tunnel.
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@StarLost said:
While there are a few things that probably need to be tweaked (put DS back to 5 seconds, Nurse needs a look), the major argument seems to boil down to 'I'm not escaping as much as I was'.
That...is the point of the patch.
BHVR has access to data we don't.
According to them, kill rates weren't high enough.
They thus adjusted them by buffing killers.
Naturally, you won't be escaping as much as before!
Was the point to make us play other games? Because if it was job well done, otherwise no.
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@xEmoGirlxAlexisx said:
https://forum.deadbydaylight.com/en/discussion/comment/3104997#Comment_3104997
Some ppl want to Show there Main and want to Level up them High
Im a Dredge Main and i Really want to get my Dredge to P100 :)
I just feel like that's not a real flex in terms of time vs reward. I think if they made prestige worth anything beyond the first 6 times than it might be worth it, but as it stands right now, not really.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3104997#Comment_3104997
So when I get Spirit p100 then I can prove to the whole community how much love and passion I have for her.
I hate her, is there anyway to make her -P100?
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3104997#Comment_3104997
Flexing that you put time in to the character
I have all but 2 survivors to P3 prepatch, now they're all like prestige 9, I mean that's enough of a flex I would think but there's no way to show that off.
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What is the point of even getting to level 100 prestige? You literally have all your perks maxed out by like level 10.
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And now it's 75%, yup killing em softly.
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@Killer_BeeYT said:
To put things to rest immediately, I play both sides equally. I have nearly 3K hours (yeah not as much as you 15K monsters) but I can safely say that this patch shows just how much survivors relied on being overall busted for 6 years straight. There are so many players just not playing the game because they can't get gens done and bully the killer at the same time now and seeing so many people complain about it is honestly awful to see. The reason the kill rates were so low was that survivor was busted for 6 long years. Thinking otherwise is just... Showing how blind you are. The devs finally said "Alright, we're gonna make changes for the better." And now this game is actually balanced! Yet so many players are literally trying to change the stats so they revert it. Unfortunately the only thing to say to these survivors is... Get good lmao. It's as simple as that. Stop being childish and complaining over huge changes that were bound to happen if the devs cared about the game.
If that were the case the numbers would be increasing, except they aren't, they numbers have consistently dropped since this patch. 7/20 when the patch came out this game was at a 83% positive rating on steam. Today 11 days later it's at 75%. So your logic is flawed, because if it were more balanced it would have either remained the same or went up slightly. Instead it dropped like a rock, because it isn't more balanced it's squarely killer sided now. And everyone who played this game honestly can attest to that and have. Because it's not 1 thing, it's a bunch of things that resulted in a wildly unbalanced and bad experience.
And just in case you think those numbers don't mean anything here are the numbers on steam charts to show you just how relevant this data actually is https://steamcharts.com/app/381210
They went from a June average of 96k to a July average of 68k, that's nearly 1/3 of the population leaving.
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@FrostyEyesSusie said:
We can see a lot of survivors complaining about the uptick and in camping and tunneling going on in the recent patch. Byut all you hear about in this forum are the vocal minority that wanted free games and didn't want a cahllenge like most of us do. They wanted to be cocky and bully a killer that they knew he couldn't fight back because the power roles were inverted. They wanted to have the illusion of skill by pressing E (or whatever key they had mapped DH as) and be able to jump into a locker after hook and be literally immune for 60 seconds.
But most of us are not like that. We welcome challenge and not only expect, but want to have to earn our escapes. We are not entitled to free 4 escapes and know that sometimes we have to leave teammates behind because unhooking them is just too risky.
That said, while tunneling isn't bad per se (chases are the most fun part of the game and tunneling is just giving us us the opportunity to be on chases more), camping really went up and that is NOT ok. It's not fun for the killers to just stare at us hooked either.
The problem with the patch is not that the killers were buffed (we true survivor mains are very glad for that), the problem was that killers were nerfed in ways that they should not have beenn
For instance, Pop was gutted. Pop was a wonderful perk that incentivized killers to go for hooks and and then leave the hook for that sweet 20% regression. It was a better anti-camping perk than DS ever was.
Then Ruin was gutted. Ruin was also a good perk for us survivors because it forced the killer to move around and pressure us out of gens. If he stayed to camp a hook, then he would get a grand total of 0 (zero) value out of Ruin.
BBQ was gutted. BBC was also an anti camping perk because it incentivezed killers to go look for other survivors far away.
And finally Pain Resonance. The notification was absolutely crucial to incentivize the killer to leave the hook and go pressure said gen, specially coupled with Dead Man's Switch.
As you can see the trouble we survivors are having is directly correlated with the devs nerfing killers all the wrong ways. They listed to the fake posers who simply wanted killers to be weaker all across the board instead of listening to us real survivor mains who wanted a fair challenge. Now it's their opportunity to finally listen to us survivor mains and buff those perks I mentioned.
The fact that you said "it's not fun for killers to stare at hook either." Tells me that you're either a camper or fundamentally don't understand how to play. There has never been and still isn't an instance where camping is mandated. Ever. If survivors swarm hook instead of camping just down them and hook them. They'll get their friend off but in the process they'll also be hooked. If someone is camping they are doing it because THEY WANT TO. There is no other reason to do it.
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3103917#Comment_3103917
I have no problem with the devs. Also I am pretty happy with the game code, its an indie studio and theyve made a huge game
show me what game youve made that is as big as this one
They've made a big pile of 💩 which is why they're approval rating is tanking. And I don't know who lied to you but they were NEVER a indie studio, they were a corporate company from start to now. So instead of running your mouth you might actually want to take 10 seconds and figure out what you're talking about.
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As someone who plays Nurse quite a bit I have to agree with him. I've done some tests and if she's done up to earning her power she will be a lot more balanced than she is right now where she can just go on forever.
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This game is suppose to be about misery. Miserable game code + miserable devs = Miserable community.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3101993#Comment_3101993
Have you noticed how silent they are? All of their social media posts have been brazen promotional crap, as if I'd waste my real money on a cosmetic I get to only see while being face camped on hook 😂 the last time they put out a big patch there was tons of communication about tweaks and community response. This time? Crickets.
I have half the opinion that they somehow have deluded themselves into thinking this patch was great and not at all tanking their player numbers lol. Like the Amber Heard of game development 😂😂
Oh for sure, they wouldn't dare start to talk now because they know the backlash would be so huge that they'd just add fuel to the fire.
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@Iron_Cutlass said:
Reasons why this would be an issue:
- 20 meters is a large radius.
- 5 seconds is a short amount of time.
- If I go to kick a generator or snuff a boon, the survivors pretty much get free generator repair speed from something that isnt even my fault.
- Some maps are designed poorly enough to where you will not have enough time to leave the hooked area without causing the increased generator repair speed (Lery's, RPD, etc), you are rewarding the survivors/punishing killers for poor map design (which to be fair, isnt really that uncommon anyways).
Anything less than 20 meters and it would be abused, lets say it's 15 meters right, that's just enough time to run up to get an unhook and get downed. At 20 meters it's time to make some decisions.
5 seconds is the difference between a player hanging there and being able to actually live and the killer just hanging out until he's a good deal dead before deciding to take off after it's already been long enough for him to actually use up all his life. It's a basic amount of time to not punish the killer for him looking around, but punish him if he decides to camp.
That's a good thing, it makes your time just as valuable as the survivors. You have to decide "should I go for that boon, or instead maybe I should just go chase a survivor".
RPD has all the time in the world, it's one of the largest maps in the game. And I'm not punishing anyone, BHVR is. They could have made hooks work like cage of atonement at anytime and avoided all of this, but instead they choose to do nothing and make the game wildly killer sided.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/3101990#Comment_3101990
Nurse is nurse, she plays her own game and doesn't need to camp to dominate games nor did the 90 seconds gen time change anything really for her.
The edit in time would just make it possible to get 3 man out again if they play it properly vs the 2 that is now.
You're right, she doesn't need to, but somehow they always find a way to proxy camp with her anyway.
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@Jasonisanicefella said:
Does anyone know when we are getting the balance fix to the dreadful patch 6.10?
Hopefully this will happen tomorrow, isn't Tuesday the day for hotfixes?
Never. This is what the devs consider balance, which is obvious if you've played this game for more than like a week.
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@EntitySpawn said:
Excluding the following:
- Camping
- Tunneling
- Bad teammates in solo Q (not doing gens, cant loop etc.)
Because all the complaints always go to to these aspects when these have always been apart of the game...
Yes camping and tunneling need to be addressed, and solo Q will always be bad because the SBMM system sucks...
So what exactly is the issue? Longer gens? Because all killers did was swap gen regression to longer gens to have the same outcome..
DH nerf? DS nerf? While I hate the DS nerf you shouldn't feel the need to rin it (I understand why DS has all been on my build) but that goes into the tunneling issue again and not the actual patch.
Those are the issues, they were always a problem before, but in this patch they've been compounded by supremely bad reworks and buffs.